/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Tencent is pleased to support the open source community by making behaviac available.
//
// Copyright (C) 2015 THL A29 Limited, a Tencent company. All rights reserved.
//
// Licensed under the BSD 3-Clause License (the "License"); you may not use this file except in compliance with
// the License. You may obtain a copy of the License at http://opensource.org/licenses/BSD-3-Clause
//
// Unless required by applicable law or agreed to in writing, software distributed under the License is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and limitations under the License.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////

#include "behaviac/agent/agent.h"
#include "behaviac/property/property.h"
#include "behaviac/property/property_t.h"


void CNamedEvent::run(const CTagObject* parent, const CTagObject* parHolder)
{
	BEHAVIAC_UNUSED_VAR(parent); 
	BEHAVIAC_UNUSED_VAR(parHolder); 
	//const behaviac::Agent* pAgent = behaviac::Agent::DynamicCast(parent);
	//if (pAgent)
	//{
	//	const CNamedEvent* pE = pAgent->FindEvent(this->GetName(), this->GetClassNameString());

	//	if (pE && pE->IsFired())
	//	{
	//		*(AsyncValue<bool>*)this->m_return = true;
	//	}
	//}
}

void CNamedEvent::SetFired(behaviac::Agent* pAgent, bool bFired)
{
	this->m_bFired = bFired;

	if (bFired && pAgent)
	{
		pAgent->btonevent(this->m_propertyName);
	}
}
